I renamed the consumables and lowered the adventure range to decent and marked them as Unspaded for now. I wasn't sure of the range and the wiki appears inaccurate.
Do we have a way to force a purchase from the mall even if the npc price is lower when using something like buy()? Someone got a request for a cool whip and they couldn't figure out how to automate buying it from the mall because the npc was always used instead.
If you want something simpler here's my update python script (requires wget atm, but that could be changed)
"""Updates KolMafia"""
import os
import sys
import json
import urllib.request
import urllib.error
import urllib.parse
def main():
"""Main entry point"""
last_url =...
I added something like this to my logout script just to make sure any pending data was sent automatically
if (get_property("spadingData") != ""){
cli_execute("try; ash import excavator; flush_spading_data()");
}
It's not a big deal either way, I was just using the return code to determine success or failure and it's no problem to use the int version or check the returned map being empty as a failure condition.
Are these return types for pick_pocket() intentional for effect item & stat? Your last post where you mentioned them stated they all return boolean values:
> ashref pick_pocket
boolean pick_pocket( monster )
int [effect] pick_pocket( effect )
int [item] pick_pocket( item )
int [stat]...
I added this to act() to track when candyblast triggers the candy drop so I can stop casting it in my personal combat script after I get the drop:
if (contains_text(action,"Hey, some of it is even intact afterwards!")) set_happened("candyblastdrop");
Might be good to add because you could use...
Ran cargo scraps with none of those pockets opened and got an error
Unexpected error, debug log printed.
class java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at...
It looks like none objects like $item[none] are written to data files as [-1]null instead of [-1]none now. I haven't noticed any adverse effects from this but it seems worth reporting because it's probably unintentional and when I mentioned it to gausie and he speculated this was probably caused...
Got the monster id for Sssshhsssblllrrggghsssssggggrrgglsssshhssslblgl today:
[3896] Evoke Eldritch Horror
Encounter: Sssshhsssblllrrggghsssssggggrrgglsssshhssslblgl
*** Monster 'Sssshhsssblllrrggghsssssggggrrgglsssshhssslblgl' has monsterId = 2012 and image 'eldboss.gif'
Looks like these locations need $location.wanderers to be set to false. I didn't check other wanderers but I noticed this when my counterScript tried to fight a vote monster in The Dripping Hall and wasn't able to.
Just tested logging in while in a fight, the page doesn't have MONSTERID so yeah same issue being unable to determine the monster.
I also tested CLEESH, it works correctly to update the monster, as does macrometorite.
They were running autoscend, I'm not sure specifically what the script is doing but I wouldn't be surprised if it's doing something weird. Regardless I agree, getting the monsterid in every round is probably the way to go.
Someone got a debug log on discord. I'm speculating but it seems likely the the monster was parsed correctly but then overridden with the darkness because the "You twiddle your thumbs." result doesn't have MONSTERID comment.
[131] God Lobster
Encounter: the God Lobster
Round 0: busta_rhymes...